/* INFINITY CODE */ /* https://infinity-code.com */ using UnityEngine; namespace InfinityCode.RealWorldTerrain { public partial class RealWorldTerrainPrefsBase { /// <summary> /// If disabled terrains will have zero Y at minimum elevation. <br/> /// If enabled, terrains will have zero Y on the water line(zero elevation). /// </summary> public bool alignWaterLine; public Vector2 autoDetectElevationOffset = new Vector2(100, 100); /// <summary> /// Resolution of the base map used for rendering far patches on the terrain. /// </summary> public int baseMapResolution = 1024; /// <summary> /// Flag indicating that the zero is used as unknown value. /// </summary> public bool bingMapsUseZeroAsUnknown; /// <summary> /// Resolution of control texture. /// </summary> public int controlTextureResolution = 512; /// <summary> /// Escarpment of the seabed. Greater value - steeper slope. /// </summary> public float depthSharpness = 0; /// <summary> /// The resolution of the map that controls grass and detail meshes.<br/> /// For performance reasons (to save on draw calls) the lower you set this number the better. /// </summary> public int detailResolution = 2048; /// <summary> /// Elevation provider /// </summary> public RealWorldTerrainElevationProvider elevationProvider = RealWorldTerrainElevationProvider.SRTM; public RealWorldTerrainElevationRange elevationRange = RealWorldTerrainElevationRange.autoDetect; public RealWorldTerrainElevationType elevationType = RealWorldTerrainElevationType.realWorld; /// <summary> /// The fixed size of terrain.<br/> /// X - Terrain Width<br/> /// Y - Terrain Height<br/> /// Z - Terrain Length /// </summary> public Vector3 fixedTerrainSize = new Vector3(500, 600, 500); /// <summary> /// The resolution of GAIA stamp /// </summary> public int gaiaStampResolution = 1024; /// <summary> /// Generate unknown underwater areas based on known data /// </summary> public bool generateUnderWater; /// <summary> /// The HeightMap resolution for each Terrain. /// </summary> public int heightmapResolution = 129; /// <summary> /// Errors of SRTM should be ignored? /// </summary> public bool ignoreSRTMErrors; public float fixedMaxElevation = 1000; public float fixedMinElevation = 0; /// <summary> /// Type of max elevation value. /// </summary> public RealWorldTerrainMaxElevation maxElevationType = RealWorldTerrainMaxElevation.autoDetect; /// <summary> /// Elevation value when there is no data. /// </summary> public short nodataValue; /// <summary> /// The order of bytes in a RAW file. /// </summary> public RealWorldTerrainByteOrder rawByteOrder = RealWorldTerrainByteOrder.Windows; /// <summary> /// Filename of RAW result /// </summary> public string rawFilename = "terrain"; /// <summary> /// Height of RAW result /// </summary> public int rawHeight = 1024; /// <summary> /// Width of RAW result /// </summary> public int rawWidth = 1024; /// <summary> /// Type of RAW result /// </summary> public RealWorldTerrainRawType rawType = RealWorldTerrainRawType.RAW; /// <summary> /// Specifies the size in pixels of each individually rendered detail patch. <br/> /// A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. <br/> /// A recommended value is 16. <br/> /// If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value. /// </summary> public int resolutionPerPatch = 16; /// <summary> /// Type of result (terrain, mesh). /// </summary> public RealWorldTerrainResultType resultType = RealWorldTerrainResultType.terrain; /// <summary> /// Specifies whether the projection will be determined by the size of the area.<br/> /// 0 - Real world sizes.<br/> /// 1 - Mercator sizes.<br/> /// 2 - Fixed size. /// </summary> public int sizeType = 0; /// <summary> /// Scale of terrains. /// </summary> public Vector3 terrainScale = Vector3.one; public Texture2D waterDetectionTexture; } }